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- class pickasniper extends mutator ;
- var string sclass_name ;
- var MVHandler MVHandler ;
- event PreBeginPlay () {
- Level.Game.BaseMutator.AddMutator(self);
- Log("This mod is property of the {=A.A.S.=} America's Army Soldiers Clan !",'LEEFFM');
- Log("This mod is made by {=A.A.S.=}LEEFFM",'LEEFFM');
- Log("THERE IS NO WARRANTY FOR THIS MOD. We do not take responsibility for any harm done by this MOD",'LEEFFM');
- Log("{=A.A.S.=}LEEFFM'S Pick A Sniper Mod Is Loaded",'LEEFFM');
- MVHandler = Spawn(Class'MVHandler');
- Level.Game.BroadcastHandler.RegisterBroadcastHandler(MVHandler);
- settimer(100,true);
- }
- function ModifyPlayer (Pawn Other) {
- local HumanController HC ;
- local class<SoldierClass> sclass ;
- local int nr ;
- AGP_Pawn (Other).EmptyInventory () ;
- HC = HumanController ( Other.PlayerReplicationInfo.GetController () ) ;
- nr = MVHandler.Getplayer (Other.PlayerReplicationInfo) ;
- HC.NotifyAdminmessage ("To pick a new weapon say: sniper [class]") ;
- if (nr == -1) {
- sclass_name = "AGP_Characters.ClassSniper" ;
- }
- else {
- sclass_name = MVHandler.PlayerData[nr].weapon ;
- }
- sclass = Class<SoldierClass>( DynamicLoadObject ( sclass_name,Class'Class' ) ) ;
- HC.newTeamClass (sclass) ;
- }
- function timer() {
- Level.Game.BroadcastHandler.Broadcast (None,"This weapon will be forced to you the next round") ;
- Level.Game.BroadcastHandler.Broadcast (None,"To pick a new weapon say sniper [class]") ;
- }
- defaultproperties {
- }
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